[CARMA1] C2 To C1 Car Release

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WadeSullivan
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[CARMA1] C2 To C1 Car Release

Post by WadeSullivan » Mon Apr 09, 2018 5:19 pm

Here we go, the C2 cars into C1, day by day i will refresh this list with new cars and post what is new :swheel: :swheel:

Any problem tell me.
And i wanna to thanks Toshiba for the patience and had taught me :beer:

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SlamSedan
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HickPickup
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DeGory'Un 2
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Rig O Mortis 2 (Semi MK2)
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Tornado (Screwie 2)
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ThunderBucket
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Mach13
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Prop Shafter
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JetCar
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ForkingAda
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LoggerHead
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RedVet
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HellRod
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Image
Harvest
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Image
Diablus
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Image
Plow-MK2
Last edited by WadeSullivan on Sat Mar 02, 2019 4:39 am, edited 6 times in total.

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QTZ
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Re: C2 To C1 Car Realese

Post by QTZ » Mon Apr 09, 2018 10:45 pm

This happened when names used for *different* parts / textures are *the same* in few files loaded at once (same textures / parts should have same names to use less memory).

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Re: C2 To C1 Car Realese

Post by Razor » Wed Apr 11, 2018 7:41 pm

Lookin' good, chap. Any chance of Hick Pickup with it's beta skin? Also, are these feature complete?
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Re: C2 To C1 Car Realese

Post by WadeSullivan » Wed Apr 11, 2018 10:31 pm

Skin i can work in the future :rofl: :rofl:
Yeah both are finished i will soon re-upload the Sedam to fix the driver PIX.
And i´m still working on the wheel situation, like QZT told me, i´m trying to rename all the wheels to fix the issue, but i having a little problems in the PT2 to do :suicide: :suicide:

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Fri Apr 13, 2018 4:24 pm

Great work so far!
I feel like you're getting the hang of the tech side of C1 modding which is nice :sbsmile:

Very interesting for me to help you, as it shows me steps/details I overlook when explaining to others and how to present it through videos.
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Re: C2 To C1 Car Release

Post by WadeSullivan » Fri Apr 13, 2018 5:00 pm

Not at all Tosh, i must thanky you for all!! :banana: :banana:
Im finishing the wheels fixs to all the add-cars, and for your realeases too (if you don´t mind) soon all the cars will have their personal wheel and no more bugs during the gameplay :beer:

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Re: C2 To C1 Car Release

Post by WadeSullivan » Wed Apr 18, 2018 7:08 pm

News:

links updated to ZIP file
wheels fixed
added crush data

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Fri Apr 27, 2018 3:46 pm

WadeSullivan wrote:wheels fixed
Quick post to say Wade/Divatox also took the time to fix mislabeled wheel models within my addon cars (my first 17 C1 items) and I now updated the archives at RR2000.

Thanks man :beer:
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WadeSullivan
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Re: C2 To C1 Car Release

Post by WadeSullivan » Mon Apr 30, 2018 6:10 pm

Toshiba-3 wrote:
WadeSullivan wrote:wheels fixed
Quick post to say Wade/Divatox also took the time to fix mislabeled wheel models within my addon cars (my first 17 C1 items) and I now updated the archives at RR2000.

Thanks man :beer:
No problem Tosh :rockon:

And 3 more to go:
Rig O Mortis 2
Tornado
T-Bucket

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Re: C2 To C1 Car Release

Post by Sleep Dirt » Tue May 01, 2018 2:38 am

Excellent stuff! I've been thinking about C1 a lot lately, will definitely give these a burn when I install :thumbsup:
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Re: C2 To C1 Car Release

Post by Mastro 666 » Tue May 01, 2018 4:20 am

Image

Image

:argue: :rofl: :argue:

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Re: C2 To C1 Car Release

Post by The Joker » Tue May 01, 2018 10:00 am

Hm....guess this is a bit unnecessary :tongue:
Image
Image
Made that before your conversion came on the scene.










A great job on the cars Wade.
Image
Image
Image

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Re: C2 To C1 Car Release

Post by WadeSullivan » Tue May 01, 2018 6:30 pm

Hahaha that is Mother Trucker sister Joker :lol: :lol: ?
Thank you guys, enjoy them, and maybe in this week i will upload more

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Re: C2 To C1 Car Release

Post by The Joker » Tue May 01, 2018 9:56 pm

Fixed
Image

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WadeSullivan
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Re: C2 To C1 Car Release

Post by WadeSullivan » Thu May 03, 2018 5:14 pm

"Noice" Joker LOL :eek: :eek:
I was trying to convert the Junker (Plane from Heinz Faust C2) but the tail of the plane keeps entering into building and the floor, so i will can´t convert those:

Image
Image
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Too much pix and alot ot models to edit :confused:

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Sat May 12, 2018 9:10 pm

WadeSullivan wrote:(...) but the tail of the plane keeps entering into building and the floor (...)
This is just an issue with the bounding box. You have to tweak it according to the limits of the model as seen in PT2 when you import the DAT file (to have it positioned on the origin). The Ymin value should be higher than the car's bottom to give some space for the suspensions to work.
Furthermore you can add up to 6 "lone" collision points (it's best to have as few as possible). See SEMI.TXT for an example, compare the coords to SEMI.DAT imported in PT2.

In the case of the Stuka, I guess you'll have to add these points to define the wings?
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WadeSullivan
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Re: C2 To C1 Car Release

Post by WadeSullivan » Thu Aug 16, 2018 3:32 pm

And 5 more to go:
Mach13
Prop Shafter
JetCar
ForkingAda
LoggerHead
:banana: :banana: Sorry for the long time without posting
And Tosh i will try to look again on that :investigate: :investigate:

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Re: C2 To C1 Car Release

Post by hazardic » Fri Aug 17, 2018 11:50 am

geez.. why i don't have time to test all these beaties :eek:
anyway good job, hope to test it soon :tongue:

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Re: C2 To C1 Car Release

Post by The Joker » Fri Aug 17, 2018 1:05 pm

I tried the new vehicles, and these four

Russ T
Ada nuff
Su borgis
Banjo strummy

do not work on my end :sad: .

these do though :smile:
Image
Image
Image
Nice work nonetheless.

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Re: C2 To C1 Car Release

Post by WadeSullivan » Fri Aug 17, 2018 1:48 pm

What kind of error do you see Joker? :investigate:
I can try reupload them

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Re: C2 To C1 Car Release

Post by The Joker » Fri Aug 17, 2018 9:38 pm

It could be just on my end.

Russ T
Ada nuff
Banjo strummy

Do not show a grid image and crash the game.

Su borgis

Crashes the game when racing a second race with this car.

Perhaps it might be that they colide with other addon vehicles?

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WadeSullivan
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Re: C2 To C1 Car Release

Post by WadeSullivan » Fri Aug 17, 2018 10:24 pm

Image
This is the image that you cant see from those 3 cars?
Su Borgis its ok in here, i can try pass to you the files one by one in discord if you like.

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Re: C2 To C1 Car Release

Post by The Joker » Fri Aug 17, 2018 10:52 pm

That seems to be a little tedious.

Like i said its probaply because of one of the other addon vehicles (perhaps some of my own vehicles are at fault :crazy: )

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Re: C2 To C1 Car Release

Post by WadeSullivan » Fri Aug 17, 2018 11:42 pm

strange, well when i was doing the convertion some cars were crashing my game i did aloooot of thing to fix. Toshiba one time give a name of a program that show to you what could be crashing. (i forgot the name :mad: )

oh btw Tosh, can you help me to fix the colision/physical from 2 convertions? I guess the issue is the same so if i fix one the other would be easy, both are getting inside walls or others cars:
Image

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Re: C2 To C1 Car Release

Post by Mastro 666 » Sat Aug 18, 2018 12:32 am

Image

Image

Image

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Re: C2 To C1 Car Release

Post by The Joker » Tue Aug 21, 2018 11:58 am

WadeSullivan wrote:strange, well when i was doing the convertion some cars were crashing my game i did aloooot of thing to fix. Toshiba one time give a name of a program that show to you what could be crashing. (i forgot the name :mad: )

oh btw Tosh, can you help me to fix the colision/physical from 2 convertions? I guess the issue is the same so if i fix one the other would be easy, both are getting inside walls or others cars:
As far as i know (thanks to tosh) you need to hover on the edges of your vehicle in Cared or flummery.
In the left down corner you can see the X+ Y+ Z+ or X- Y- Z- (depends on where you are poiting your mouse)

Image

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Re: C2 To C1 Car Release

Post by WadeSullivan » Sat Aug 25, 2018 2:03 am

Hm i don´t know how to deal with both of those programs =/
I have trying

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Sat Oct 06, 2018 6:03 pm

Only tested your cars now and they didn't crash for me. Just some missing textures (like the Su Borgis's windshield) but I guess you're aware of them.

About the bounding box, it's really just like the Joker said. You load your car in PT2 (as it works on your comp), and you check the -X,-Y,-Z and +X,+Y,+Z coordinates of the limits of collision around your car. The XYZ coords of the cursor are displayed under the list of components. You can enlarge that pane if the Z coord isn't shown (pane too narrow).
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Re: C2 To C1 Car Release

Post by WadeSullivan » Fri Oct 12, 2018 9:01 pm

Ok after i get the coord, were in the car.txt i putt them?

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Sat Oct 13, 2018 3:45 pm

You must place the coordinates defining the bounding box toward the end of the TXT file, within the MECHANICS STUFF section:

Code: Select all

START OF MECHANICS STUFF version 4									[VERSION MUST BE 3 OR 4 AT LEAST]
	-0.146075,	0,	 0.243755				// left rear wheel position
	 0.146075,	0,	 0.243755				// right rear
	-0.146075,	0,	-0.243755				// left front wheel position
	 0.146075,	0,	-0.243755				// right front

	0,	0.0508606,	0.00359181				// centre of mass position

	-0.172460,	-0.086737,	-0.399117		// min x, min y, min z	[PLACE THE LOWER COORDS HERE]
	 0.172460,	 0.112388,	 0.409674		// max x, max y, max z	[PLACE THE GREATER COORDS HERE]
	0										// extra points v. 3	[IN CASE YOU WANT TO ADD MORE]
	0,	0.14, 0.480							// extra point 1 v. 3	[LIKE SO]
	0,	0.14, -0.055						// extra point 2 v. 3

	1.0										// min turning circle radius
	0.0065,	0.0065							// suspension give (forward, back)
	oh hi mark								// ride height (must be more than miny in bounding box) [unused]
	1.2										// damping factor
	0.9797595								// mass in tonnes
	1.25									// fractional reduction in friction when slipping
	81, 76,	81								// friction angle (front and rear) v. 4
	0.454920,	0.247699,	0.958791		// width, height, length for angular momentum calculation
	2.0										// traction fractional multiplier v. 2
	// a more realistic value for the above would be 1.4
	50										// speed at which down force = weight v. 2
	1.35									// brake multiplier, 1 = normal brakes v. 2
	2.0										// increase in brakes per second 1 = normal v. 2
	0.02, 0.02								// rolling resistance front and back
	5										// number of gears
	275										// speed at red line in highest gear
	6.7										// acceleration in highest gear m/s^2 (i.e. engine strength)
END OF MECHANICS STUFF
In your case, the lower Y might probably not be negative, but it's not the end of the world.
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WadeSullivan
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Re: C2 To C1 Car Release

Post by WadeSullivan » Sat Mar 02, 2019 4:41 am

Finally new cars :banana: :banana:

Punky Ashy - Redvet
Rod Hell - HellRod
Farmer Fright - Harvest
Slasher - Diablus
Ron Dumpster - Plow-MK2

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Re: C2 To C1 Car Release

Post by Toshiba-3 » Sun Mar 03, 2019 6:13 pm

Image
Image
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Image

Some screenshots of the new ports.
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Re: C2 To C1 Car Release

Post by The Joker » Sun Mar 10, 2019 2:02 pm

Image
Image

I could not get Diablus and Rodhell to work, but the other three are great.

Nice job Wade.

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